var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("RocketItem"),
s = t("GameConstant"),
l = t("Util"),
c = cc._decorator,
d = c.ccclass,
h = c.property,
p = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.pfb_item = null,
        e.animation = null,
        e.rocket = null,
        e._gameControl = null,
        e._parent = null,
        e.isGameOver = !1,
        e.tagCollider = 0,
        e._damageNum = 0,
        e._carTag = 0,
        e.bCanAttack = !0,
        e
    }
    return n(e, t),
    e.prototype.init = function(t, e, o, i, n, a) {
        this._gameControl = t,
        this._parent = e,
        this.tagCollider = o,
        this._damageNum = i,
        this._carTag = n,
        this._carTag == s.Collide_Car_Tag.Left ? (this.node.scaleX = 1, this.node.position = a) : (this.node.scaleX = -1, this.node.position = cc.v3( - a.x, a.y, a.z))
    },
    e.prototype.playAnimation = function() {
        var t = this;
        this.bCanAttack && (this.isGameOver || (this.node.stopAllActions(), cc.tween(this.node).delay(l.Util.attackSpeed(.5, this._carTag)).call(function() {
            t.rocket.position = cc.v3(0, 0, 0),
            t.rocket.active = !0,
            t.animation.play(),
            t._gameControl.playSound(t._gameControl._audioControl.rocket_launch),
            t.createRocketItem()
        }).delay(l.Util.attackSpeed(.5, this._carTag)).call(function() {
            t.playAnimation()
        }).delay(.15).call(function() {}).start()))
    },
    e.prototype.onGameStart = function() {},
    e.prototype.onGameOver = function() {
        this.node.stopAllActions(),
        this.isGameOver = !0
    },
    e.prototype.onGameBoutReady = function() {
        this.node.active = !1,
        this.destroy()
    },
    e.prototype.onGameBoutStart = function() {
        this.bCanAttack = !0,
        this.playAnimation()
    },
    e.prototype.onGameBoutOver = function() {
        this.node.stopAllActions(),
        this.isGameOver = !0
    },
    e.prototype.onCanAttack = function(t) {
        this.bCanAttack = t,
        t ? this.playAnimation() : this.node.stopAllActions()
    },
    e.prototype.createRocketItem = function() {
        var t = this;
        this.scheduleOnce(function() {
            t.rocket.active = !1;
            var e = t.rocket.convertToWorldSpaceAR(cc.v3(0, 0, 0)),
            o = t._gameControl._gameView.node.convertToNodeSpaceAR(e),
            i = t._parent.angle,
            n = 1;
            t._carTag == s.Collide_Car_Tag.Left ? n = t._gameControl._carLeftView.getScaleX() : t._carTag == s.Collide_Car_Tag.Right && (n = t._gameControl._carRightView.getScaleX());
            var a = cc.instantiate(t.pfb_item);
            a.getComponent(r.default).initItem(t.tagCollider, t._carTag, n, o, i),
            t._gameControl._gameView.node.addChild(a)
        },
        l.Util.attackSpeed(.65, this._carTag))
    },
    e.prototype.getDamage = function() {
        return l.Util.vibrateMiddle(),
        this._damageNum
    },
    a([h(cc.Prefab)], e.prototype, "pfb_item", void 0),
    a([h(cc.Animation)], e.prototype, "animation", void 0),
    a([h(cc.Node)], e.prototype, "rocket", void 0),
    a([d], e)
} (cc.Component);
o.default = p